DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition

DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition

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Ultrawide Fix [NOW AVAILABLE]
NEW Solution (8/14/22):

We now have a more proper fix for Ultrawide which works much better. Here's how to install it:

0. Back up your Dragon Quest XI S .exe (!) under <steamapps>\DRAGON QUEST XI S\Game\Binaries\Win64
1. Grab Delta Patcher[www.romhacking.net]
2. Download this patch[cdn.discordapp.com]
--> b. OR this patch[cdn.discordapp.com] if you don't want any FOV changes
3. Open Delta Patcher, select your Dragon Quest XI S.exe under "Original file:"
4. Select the patch under "Xdelta patch:", and click "Apply patch"
5. Play the game

Credit to Chachardus for making the creation of this patch possible.

------------------------------------

Original Solution (1/10/21):

First, you will need to use Universal Unreal Unlocker found here under Method 2: https://steamcommunity.com/sharedfiles/filedetails/?id=2309481155
Next, use these commands:
r.setres 3440x1440
to set your resolution and
fov 85
to set your FOV.

Please note: The game is made for 16:9, so there may be some side effects that go with forcing it to 21:9 (my testing of this was fairly limited). FMVs will still play in 16:9.

https://i.imgur.com/AnJgopc.png

Credit to Meldor for discovering this.
Last edited by Tim Allahn SnAckbarr; Oct 16, 2022 @ 9:01pm
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Showing 1-15 of 19 comments
Meldor Jan 11, 2021 @ 7:40am 
Hey Tim, so played a bit with the ultrawide "fix", but during battle even though it's ultrawide there are a lot of problems, for one the damage/heal/recovery Numbers are all shifted to the right, which is pretty noticeable.

Furthermore when you talk to someone standing, the images skips, to the point where after a conversation, you can walk out of frame as the game doesn't seem to update itself right away.

Cutscenes seems to be OK for the most part but, when characters are far away however, there faces are distorted, not super noticeable but there however.

I don't think it's enjoyable to play that way, but maybe some guys with knowledge how to work from there can do something with it.

[https://imgur.com/a/dJwPfcC]Examples [/url]



Hoti Jan 12, 2021 @ 1:47pm 
Originally posted by Meldor:
Hey Tim, so played a bit with the ultrawide "fix", but during battle even though it's ultrawide there are a lot of problems, for one the damage/heal/recovery Numbers are all shifted to the right, which is pretty noticeable.

Furthermore when you talk to someone standing, the images skips, to the point where after a conversation, you can walk out of frame as the game doesn't seem to update itself right away.

Cutscenes seems to be OK for the most part but, when characters are far away however, there faces are distorted, not super noticeable but there however.

I don't think it's enjoyable to play that way, but maybe some guys with knowledge how to work from there can do something with it.

[https://imgur.com/a/dJwPfcC]Examples [/url]

After playing around with this myself, I think the cutscene distortion issue seems to be due to the increased FOV which carries across to cutscenes. I guess the effect is used when characters/objects shouldn't normally be seen in the cutscene. Im not sure if there's a way to decrease FoV when in a cutscene or if it has its own value.

I wonder if there's a way to somehow stretch the black screen fade transition to fill the screen?

Im pretty happy with the fix as is to play the game in 21:9, thanks heaps for finding this!
Originally posted by Meldor:
Hey Tim, so played a bit with the ultrawide "fix", but during battle even though it's ultrawide there are a lot of problems, for one the damage/heal/recovery Numbers are all shifted to the right, which is pretty noticeable.

Furthermore when you talk to someone standing, the images skips, to the point where after a conversation, you can walk out of frame as the game doesn't seem to update itself right away.

Cutscenes seems to be OK for the most part but, when characters are far away however, there faces are distorted, not super noticeable but there however.

I don't think it's enjoyable to play that way, but maybe some guys with knowledge how to work from there can do something with it.

[https://imgur.com/a/dJwPfcC]Examples [/url]

I'd like to go over a bunch of issues that go along with forcing ultrawide, particularly using OG's ultrawide fix[www.wsgf.org] by susahamat as a frame of reference.

All UI elements are "shifted" to the right[i.imgur.com] -- this is because the display viewport (UE4 term) has been stretched to the left.

Odd cutoffs in screen transitions[cdn.discordapp.com] -- this was widely reported with the OG ultrawide fix[www.wsgf.org] as well.

Characters cut off towards the edge of the screen during cutscenes[i.imgur.com] -- As Hoti noted above, this actually looks like a side effect of increasing the FOV, as i've found this as well (playing in 16:9 w/ FOV 100). The game does some fairly aggressive culling, so you will often find that once characters walk out of frame (when they would normally be no longer visible) they will stop animating or disappear entirely. You will sometimes also have the FOV clip through the floor in certain cutscenes as well.

Camera "locks" to an NPC during dialogue and stays for a split second after[i.imgur.com] -- this is actually a UUU bug. This is probably the one and only thing that would actually be addressed by a more permanent ultrawide solution (i.e. a hex edit of the exe, such that you wouldn't need to run UUU for ultrawide support when you start the game).
Last edited by Tim Allahn SnAckbarr; Jan 13, 2021 @ 11:51am
ricEmonster Jan 19, 2021 @ 6:23pm 
How does this look when playing in 2D?
If you'd like to see a better ultrawide solution, submit a feature request to DQXI-SDK: https://github.com/emoose/DQXIS-SDK/issues

It'd be good to cite this thread in your request: " https://steamcommunity.com/app/1295510/discussions/0/3017941618734271203 "

UUU is capable of expanding the viewport but comes with some unnecessary bugs. DQXI-SDK could have a far better implementation as it actually works with the game's internals.

The other plus side to this is that it isn't specifically tied to just 21:9, but can work for 16:10, 4:3, 5:4, etc, etc. Simply making UE4 games agnostic to specific aspect ratios is a huge future-proofing improvement.
Malodorous Flex Jun 8, 2021 @ 2:15pm 
Personally, I've used the SDK to access the dbug menu, and it worked for changing the FOV. Sadly, however, I can't seem to inject UUU into DQ, it just crashes the game.

using r.setres with only the DQXI-SDK does at least actually change the resolution of the game, so that's nice. Still has the pillarboxes though. I'd have figured the debug menu would work the same in either case. I suppose that's not true?

I'll double check to see if it's because i have the ini set to my ultrawide first. maybe that's the problemo.

If anyone can verify that the UUU debug menu works better than the SDK's unlocked debug menu, that'd be great.
Originally posted by Malodorous Flex:
Personally, I've used the SDK to access the dbug menu, and it worked for changing the FOV. Sadly, however, I can't seem to inject UUU into DQ, it just crashes the game.

using r.setres with only the DQXI-SDK does at least actually change the resolution of the game, so that's nice. Still has the pillarboxes though. I'd have figured the debug menu would work the same in either case. I suppose that's not true?

I'll double check to see if it's because i have the ini set to my ultrawide first. maybe that's the problemo.

If anyone can verify that the UUU debug menu works better than the SDK's unlocked debug menu, that'd be great.

At the moment, only UUU actually expands the viewport, hence my post above:

Originally posted by Tim Allahn SnAckbarr:
If you'd like to see a better ultrawide solution, submit a feature request to DQXI-SDK: https://github.com/emoose/DQXIS-SDK/issues

It'd be good to cite this thread in your request: " https://steamcommunity.com/app/1295510/discussions/0/3017941618734271203 "

UUU is capable of expanding the viewport but comes with some unnecessary bugs. DQXI-SDK could have a far better implementation as it actually works with the game's internals.

The other plus side to this is that it isn't specifically tied to just 21:9, but can work for 16:10, 4:3, 5:4, etc, etc. Simply making UE4 games agnostic to specific aspect ratios is a huge future-proofing improvement.

If DQXI-SDK implemented the same method of expanding the viewport, it could (potentially) work a lot better than UUU's current implementation. At this point, you can use those commands with DQXI-SDK to adjust the resolution and fov, but it won't actually remove the pillarboxes because it doesn't have the functionality to expand the viewport that UUU has.

As for UUU crashing on you, I can't say for certain (without more info). (For example: you run the Steam version, I'm assuming?). Offhand, I can only advise that you might try the build linked in the Debug Console Guide.
Last edited by Tim Allahn SnAckbarr; Jun 8, 2021 @ 2:50pm
Malodorous Flex Jun 8, 2021 @ 2:33pm 
Aye, I'm using the steam version.

I had totally missed the fact there was a linked alternative build, turns out using the pair of them works just fine when done together. Go Figure. Kinda annoying that there's no way to use older builds directly off UUU's site but hey, beggers can't be choosers.

In any case, the moment I injected UUU 3002, I had no more pillarboxes. Go figure. Thanks.
Last edited by Malodorous Flex; Jun 8, 2021 @ 2:33pm
ihateliving69 Jul 20, 2021 @ 8:37am 
I have a problem where entering or exiting an area will reset the fov set by the debug console. Does anyone else have this problem or have a solution to it?
WMJ Jul 26, 2021 @ 10:12am 
It's the same for me. I've been playing in 32:9 (3840x1920). I think the fov 120 or so looks right for that but it resets after every loading screen and the default is way too close to the character.
From the other thread:

Originally posted by Chachardus:
I have a fix to remove black bars and increase field of view at 3440x1440 resolution. It's not perfect, but i played more than 3 hours without major issues. 1/ Open the game executable (\Game\Binaries\Win64\DRAGON QUEST XI S.exe) in a hex-editor such as HxD. Use hexadecimal values. 2/ Search for D0 00 00 00 F6 41 2C 01 and replace by D0 00 00 00 F6 41 2C 00 (1 ocurrence). This removes black bars (FMV are still 16/9). 3/ Search for 35FA0E3C and replace by 35FA3E3C (5 ocurrences ; change only the last one). This increases field of view. Issues : Damage counters are misplaced during tactical fights.

Edit: Edited the topic of this thread to add a new set of instructions with a new (proper) patch.
Last edited by Tim Allahn SnAckbarr; Oct 14, 2022 @ 2:02pm
ROBB_X3 Oct 14, 2022 @ 8:42pm 
Originally posted by Tim Allahn SnAckbarr:
From the other thread:

Originally posted by Chachardus:
I have a fix to remove black bars and increase field of view at 3440x1440 resolution. It's not perfect, but i played more than 3 hours without major issues. 1/ Open the game executable (\Game\Binaries\Win64\DRAGON QUEST XI S.exe) in a hex-editor such as HxD. Use hexadecimal values. 2/ Search for D0 00 00 00 F6 41 2C 01 and replace by D0 00 00 00 F6 41 2C 00 (1 ocurrence). This removes black bars (FMV are still 16/9). 3/ Search for 35FA0E3C and replace by 35FA3E3C (5 ocurrences ; change only the last one). This increases field of view. Issues : Damage counters are misplaced during tactical fights.

Edit: Edited the topic of this thread to add a new set of instructions with a new (proper) patch.


Will this only work for 21:9 or can it work (or have to be modified) to work on 16:10? Trying to remove the horizontal black bars on the steam deck
Originally posted by ROBB_X3:
Originally posted by Tim Allahn SnAckbarr:
Edit: Edited the topic of this thread to add a new set of instructions with a new (proper) patch.

Will this only work for 21:9 or can it work (or have to be modified) to work on 16:10? Trying to remove the horizontal black bars on the steam deck

From what it looks like, (similar to what UUU does) it seems to set the game to Vert+ (as opposed to Vert-, the UE4 default), meaning that it will scale dynamically to whatever aspect ratio you set.

The one downside with the patch as it is (with the exact changes Chachardus stated): the field of view is suuuper wide to match. So if you're viewing on a less wide aspect ratio (e.g. 16:10) it will look very "fish-eyed".

Could always make an alternate patch with no FOV changes as well.
Last edited by Tim Allahn SnAckbarr; Oct 14, 2022 @ 9:42pm
Chachardus Oct 15, 2022 @ 3:25am 
You can adjust the field of view to your screen ratio and to your liking by changing 0E value.
More FOV : 1E, 1F, 2A, 2E, 3E, ...
Less FOV : 0D, 0A, 07, ...
3E is my preference for a 3440x1440 monitor.
Last edited by Tim Allahn SnAckbarr; Oct 16, 2022 @ 9:07pm
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Date Posted: Jan 10, 2021 @ 2:06pm
Posts: 19